8e1e8f6d8f
Added point floaters to healing other players. Fixed medic aura interfering with transparency radius.
103 lines
3.8 KiB
Lua
103 lines
3.8 KiB
Lua
AddCSLuaFile()
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if CLIENT then
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SWEP.PrintName = "'Savior' Medic Gun"
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SWEP.Description = "Fires medical darts which can heal at a range. Although less potent than a full medical kit, it can be fired rapidly and used at a range."
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SWEP.Slot = 4
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SWEP.SlotPos = 0
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SWEP.ViewModelFlip = false
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SWEP.ViewModelFOV = 60
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SWEP.HUD3DBone = "ValveBiped.square"
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SWEP.HUD3DPos = Vector(1.1, 0.25, -2)
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SWEP.HUD3DScale = 0.015
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SWEP.WElements = {
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["base"] = { type = "Model", model = "models/healthvial.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(8.5, 2, -3.701), angle = Angle(0, -90, -8), size = Vector(0.5, 0.5, 0.5), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
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["2"] = { type = "Model", model = "models/airboatgun.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "base", pos = Vector(0, -3, 0), angle = Angle(0, 90, 180), size = Vector(0.25, 0.25, 0.25), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
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["2+"] = { type = "Model", model = "models/airboatgun.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "base", pos = Vector(0, -3, 0), angle = Angle(0, 90, 180), size = Vector(0.25, 0.25, 0.25), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
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}
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SWEP.VElements = {
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["base"] = { type = "Model", model = "models/healthvial.mdl", bone = "ValveBiped.square", rel = "", pos = Vector(0, 0.5, 3), angle = Angle(0, 0, 90), size = Vector(0.5, 0.5, 0.5), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
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["2"] = { type = "Model", model = "models/airboatgun.mdl", bone = "ValveBiped.Bip01_Spine4", rel = "base", pos = Vector(0, -3, 0), angle = Angle(0, 90, 180), size = Vector(0.25, 0.25, 0.25), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
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["2+"] = { type = "Model", model = "models/airboatgun.mdl", bone = "ValveBiped.Bip01_Spine4", rel = "base", pos = Vector(0, -3, 0), angle = Angle(0, 90, 180), size = Vector(0.25, 0.25, 0.25), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
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}
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end
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SWEP.Base = "weapon_zs_base"
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SWEP.HoldType = "pistol"
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SWEP.ViewModel = "models/weapons/c_pistol.mdl"
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SWEP.WorldModel = "models/weapons/w_pistol.mdl"
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SWEP.UseHands = true
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SWEP.CSMuzzleFlashes = false
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SWEP.ReloadSound = Sound("Weapon_Pistol.Reload")
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SWEP.Primary.Delay = 0.25
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SWEP.Primary.ClipSize = 25
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SWEP.Primary.DefaultClip = 150
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SWEP.Primary.Ammo = "Battery"
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SWEP.RequiredClip = 5
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SWEP.WalkSpeed = SPEED_NORMAL
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SWEP.NoMagazine = true
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SWEP.ConeMax = 0.005
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SWEP.ConeMin = 0.005
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SWEP.IronSightsPos = Vector(-5.95, 3, 2.75)
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SWEP.IronSightsAng = Vector(-0.15, -1, 2)
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function SWEP:ShootBullets(dmg, numbul, cone)
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local owner = self.Owner
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self:SendWeaponAnimation()
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owner:DoAttackEvent()
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if CLIENT then return end
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local aimvec = owner:GetAimVector()
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local ent = ents.Create("projectile_healdart")
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if ent:IsValid() then
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ent:SetPos(owner:GetShootPos())
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ent:SetAngles(aimvec:Angle())
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ent:SetOwner(owner)
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ent:Spawn()
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ent.Heal = math.ceil(ent.Heal * (owner.HumanHealMultiplier or 1))
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local phys = ent:GetPhysicsObject()
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if phys:IsValid() then
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phys:Wake()
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phys:SetVelocityInstantaneous(aimvec * 2000)
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end
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end
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end
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function SWEP:Deploy()
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gamemode.Call("WeaponDeployed", self.Owner, self)
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self.IdleAnimation = CurTime() + self:SequenceDuration()
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if CLIENT then
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hook.Add("PostPlayerDraw", "PostPlayerDrawMedical", GAMEMODE.PostPlayerDrawMedical)
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GAMEMODE.MedicalAura = true
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end
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return true
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end
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function SWEP:Holster()
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if CLIENT then
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hook.Remove("PostPlayerDraw", "PostPlayerDrawMedical")
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GAMEMODE.MedicalAura = false
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end
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return true
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end
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